Author Topic:  Bluescreen: Flying at the bottom of the world.  (Read 32 times)

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(DragonK1ller209)

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Bluescreen: Flying at the bottom of the world.
« on: January 03, 2018, 08:26:52 PM »
Total Miner: Forge.  Please take a photo of this screen and post it on TotalMinerForums.net, so that we can fix it. Thank you.

System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at StudioForge.BlockWorld.ChunkCacheManager.Expand()
   at StudioForge.BlockWorld.ChunkCacheManager.AcquireCacheNoLock(MapChunk chunk, RLEStreamByte stream, Boolean addRefCount, Int16& cacheID, Int32& cacheIndex)
   at StudioForge.BlockWorld.ChunkCacheManager.AcquireCache(MapChunk chunk, RLEStreamByte stream, Boolean addRefCount, Int16& cacheID, Int32& cacheIndex)
   at StudioForge.BlockWorld.RLEStreamByte.Cache(MapChunk chunk, Boolean addRefCount)
   at StudioForge.BlockWorld.RLEStreamByte.GetData(MapChunk chunk, Int32 mapIndex)
   at StudioForge.BlockWorld.MapChunk.GetBlockIDAndAux(Int32 index)
   at StudioForge.BlockWorld.MapRegion.GetBlockIDAndAux(GlobalPoint3D p)
   at StudioForge.BlockWorld.Map.GetBlockIDAndAux(GlobalPoint3D p)
   at StudioForge.TotalMiner.Actor.Uncrouch()
   at StudioForge.TotalMiner.Player.CheckCrouchButtons()
   at StudioForge.TotalMiner.Player.HandlePlayInput()
   at StudioForge.TotalMiner.Player.HandleInput(GamePadState pad, GamePadState lastpad)
   at StudioForge.TotalMiner.GameInstance.HandleInput(InputState input)
   at StudioForge.TotalMiner.Screens.GameplayScreen.HandleInput(InputState input)
   at StudioForge.Engine.GameState.ScreenManager.Update(Int32 index, Boolean otherScreenHasFocus)
   at StudioForge.Engine.GameState.ScreenManager.Update(GameTime donotuse)
   at Microsoft.Xna.Framework.Game.Update(GameTime gameTime)
   at StudioForge.Engine.Game.BaseGame.Update(GameTime gameTime)
   at StudioForge.TotalMiner.TotalMinerGame.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at StudioForge.Engine.Game.BaseGame.Run[T]()